/***
*
*   Copyright (c) 1999, Valve LLC. All rights reserved.
*
*   This product contains software technology licensed from Id 
*   Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*   All Rights Reserved.
*
*   This source code contains proprietary and confidential information of
*   Valve LLC and its suppliers.  Access to this code is restricted to
*   persons who have executed a written SDK license with Valve.  Any access,
*   use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef SDKUTIL_H
#define SDKUTIL_H

#ifndef ENGINECALLBACK_H
#include "enginecallback.h"
#endif
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent );  // implementation later in this file

extern globalvars_t                *gpGlobals;

#define DLL_GLOBAL

extern DLL_GLOBAL const Vector g_vecZero;

// Use this instead of ALLOC_STRING on constant strings
#define STRING(offset)        (const char *)(gpGlobals->pStringBase + (int)offset)
#define MAKE_STRING(str)    ((int)str - (int)STRING(0))

inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) 
{
    return FIND_ENTITY_BY_STRING(entStart, "classname", pszName);
}

inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) 
{
    return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName);
}

// for doing a reverse lookup. Say you have a door, and want to find its button.
inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName) 
{
    return FIND_ENTITY_BY_STRING(entStart, "target", pszName);
}

// Keeps clutter down a bit, when writing key-value pairs
#define WRITEKEY_INT(pf, szKeyName, iKeyValue) ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue)
#define WRITEKEY_FLOAT(pf, szKeyName, flKeyValue)                                \
        ENGINE_FPRINTF(pf, "\"%s\" \"%f\"\n", szKeyName, flKeyValue)
#define WRITEKEY_STRING(pf, szKeyName, szKeyValue)                                \
        ENGINE_FPRINTF(pf, "\"%s\" \"%s\"\n", szKeyName, szKeyValue)
#define WRITEKEY_VECTOR(pf, szKeyName, flX, flY, flZ)                            \
        ENGINE_FPRINTF(pf, "\"%s\" \"%f %f %f\"\n", szKeyName, flX, flY, flZ)

// Keeps clutter down a bit, when using a float as a bit-vector
#define SetBits(flBitVector, bits)      ((flBitVector) = (int)(flBitVector) | (bits))
#define ClearBits(flBitVector, bits)    ((flBitVector) = (int)(flBitVector) & ~(bits))
#define FBitSet(flBitVector, bit)       ((int)(flBitVector) & (bit))

// Makes these more explicit, and easier to find
#define FILE_GLOBAL static

// Until we figure out why "const" gives the compiler problems, we'll just have to use
// this bogus "empty" define to mark things as constant.
#define CONSTANT

// More explicit than "int"
typedef int EOFFSET;

// In case it's not alread defined
typedef int BOOL;

// In case this ever changes
#define M_PI            3.14159265358979323846

// Keeps clutter down a bit, when declaring external entity/global method prototypes
#define DECLARE_GLOBAL_METHOD(MethodName)  extern void DLLEXPORT MethodName( void )
#define GLOBAL_METHOD(funcname) void DLLEXPORT funcname(void)

//
// Conversion among the three types of "entity", including identity-conversions.
//
#ifdef DEBUG
    extern edict_t *DBG_EntOfVars(const entvars_t *pev);
    inline edict_t *ENT(const entvars_t *pev)    { return DBG_EntOfVars(pev); }
#else
    inline edict_t *ENT(const entvars_t *pev)    { return pev->pContainingEntity; }
#endif
inline edict_t *ENT(edict_t *pent)               { return pent; }
inline edict_t *ENT(EOFFSET eoffset)             { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
inline EOFFSET OFFSET(EOFFSET eoffset)           { return eoffset; }
inline EOFFSET OFFSET(const edict_t *pent)    
{ 
#if _DEBUG
    if ( !pent )
        ALERT( at_error, "Bad ent in OFFSET()\n" );
#endif
    return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); 
}
inline EOFFSET OFFSET(entvars_t *pev)                
{ 
#if _DEBUG
    if ( !pev )
        ALERT( at_error, "Bad pev in OFFSET()\n" );
#endif
    return OFFSET(ENT(pev)); 
}
inline entvars_t *VARS(entvars_t *pev)                    { return pev; }

inline entvars_t *VARS(edict_t *pent)            
{ 
    if ( !pent )
        return NULL;

    return &pent->v; 
}

inline entvars_t* VARS(EOFFSET eoffset)              { return VARS(ENT(eoffset)); }
inline int      ENTINDEX(edict_t *pEdict)            { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
inline edict_t* INDEXENT( int iEdictNum )            { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ) {
    (*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ENT(ent));
}

// Testing the three types of "entity" for nullity
#define eoNullEntity 0
inline BOOL FNullEnt(EOFFSET eoffset)            { return eoffset == 0; }
inline BOOL FNullEnt(const edict_t* pent)        { return pent == NULL || FNullEnt(OFFSET(pent)); }
inline BOOL FNullEnt(entvars_t* pev)             { return pev == NULL || FNullEnt(OFFSET(pev)); }

// Testing strings for nullity
#define iStringNull 0
inline BOOL FStringNull(int iString)             { return iString == iStringNull; }

#define cchMapNameMost 32

// Dot products for view cone checking
#define VIEW_FIELD_FULL             (float)-1.0 // +-180 degrees
#define    VIEW_FIELD_WIDE          (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks 
#define    VIEW_FIELD_NARROW        (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
#define    VIEW_FIELD_ULTRA_NARROW  (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks

// Misc useful
inline BOOL FStrEq(const char*sz1, const char*sz2)
    { return (strcmp(sz1, sz2) == 0); }
inline BOOL FClassnameIs(edict_t* pent, const char* szClassname)
    { return FStrEq(STRING(VARS(pent)->classname), szClassname); }
inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname)
    { return FStrEq(STRING(pev->classname), szClassname); }

// Misc. Prototypes
extern void         UTIL_SetSize           (entvars_t* pev, const Vector &vecMin, const Vector &vecMax);
extern float        UTIL_VecToYaw          (const Vector &vec);
extern Vector       UTIL_VecToAngles       (const Vector &vec);
extern float        UTIL_AngleMod          (float a);
extern float        UTIL_AngleDiff         (float destAngle, float srcAngle);

#define UTIL_EntitiesInPVS(pent)           (*g_engfuncs.pfnEntitiesInPVS)(pent)
extern void         UTIL_MakeVectors       (const Vector &vecAngles);

inline void UTIL_MakeVectorsPrivate( const Vector &vecAngles, float *p_vForward, float *p_vRight, float *p_vUp )
{
    g_engfuncs.pfnAngleVectors( vecAngles, p_vForward, p_vRight, p_vUp );
}

extern void            UTIL_MakeAimVectors        ( const Vector &vecAngles ); // like MakeVectors, but assumes pitch isn't inverted
extern void            UTIL_MakeInvVectors        ( const Vector &vec, globalvars_t *pgv );

extern void            UTIL_SetOrigin             ( entvars_t* pev, const Vector &vecOrigin );
extern void            UTIL_EmitAmbientSound      ( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch );
extern void            UTIL_ParticleEffect        ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
extern void            UTIL_ScreenShake           ( const Vector &center, float amplitude, float frequency, float duration, float radius );
extern void            UTIL_ScreenShakeAll        ( const Vector &center, float amplitude, float frequency, float duration );
extern void            UTIL_ShowMessageAll        ( const char *pString );
extern void            UTIL_ScreenFadeAll         ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags );

typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS;
typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS;
extern void            UTIL_TraceLine            (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
extern void            UTIL_TraceLine            (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
typedef enum { point_hull=0, human_hull=1, large_hull=2, head_hull=3 } HULL;
extern void            UTIL_TraceHull            (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
extern TraceResult     UTIL_GetGlobalTrace       (void);
extern void            UTIL_TraceModel           (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
extern Vector          UTIL_GetAimVector         (edict_t* pent, float flSpeed);
extern int             UTIL_PointContents        (const Vector &vec);

extern void   UTIL_DecalTrace( TraceResult *pTrace, int decalNumber );
extern void   UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom );
extern void   UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber );
extern void   UTIL_Sparks( const Vector &position );
extern void   UTIL_Ricochet( const Vector &position, float scale );
extern void   UTIL_StringToVector( float *pVector, const char *pString );
extern void   UTIL_StringToIntArray( int *pVector, int count, const char *pString );
extern Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize );
extern float  UTIL_Approach( float target, float value, float speed );
extern float  UTIL_ApproachAngle( float target, float value, float speed );
extern float  UTIL_AngleDistance( float next, float cur );

extern char *UTIL_VarArgs( char *format, ... );
extern BOOL  UTIL_IsValidEntity( edict_t *pent );
extern BOOL  UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 );

// Use for ease-in, ease-out style interpolation (accel/decel)
extern float UTIL_SplineFraction( float value, float scale );

// Search for water transition along a vertical line
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
extern void  UTIL_Bubbles( Vector mins, Vector maxs, int count );
extern void  UTIL_BubbleTrail( Vector from, Vector to, int count );

// prints a message to each client
extern void  UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
inline void  UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL ) 
{
    UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
}

// prints messages through the HUD
extern void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );

typedef struct hudtextparms_s
{
    float x;
    float y;
    int   effect;
    byte  r1, g1, b1, a1;
    byte  r2, g2, b2, a2;
    float fadeinTime;
    float fadeoutTime;
    float holdTime;
    float fxTime;
    int   channel;
} hudtextparms_t;

// for handy use with ClientPrint params
extern char *UTIL_dtos1( int d );
extern char *UTIL_dtos2( int d );
extern char *UTIL_dtos3( int d );
extern char *UTIL_dtos4( int d );

// Sorta like FInViewCone, but for nonmonsters. 
extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );

extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames

// Misc functions
extern void SetMovedir(entvars_t* pev);
extern Vector VecBModelOrigin( entvars_t* pevBModel );
extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );

//
// How did I ever live without ASSERT?
//
#ifdef    DEBUG
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
#define ASSERT(f)        DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
#define ASSERTSZ(f, sz)    DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)
#else    // !DEBUG
#define ASSERT(f)
#define ASSERTSZ(f, sz)
#endif    // !DEBUG

#define LANGUAGE_ENGLISH                0
#define LANGUAGE_GERMAN                 1
#define LANGUAGE_FRENCH                 2
#define LANGUAGE_BRITISH                3

#define AMBIENT_SOUND_STATIC            0    // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE        1
#define AMBIENT_SOUND_SMALLRADIUS       2
#define AMBIENT_SOUND_MEDIUMRADIUS      4
#define AMBIENT_SOUND_LARGERADIUS       8
#define AMBIENT_SOUND_START_SILENT      16
#define AMBIENT_SOUND_NOT_LOOPING       32

#define SPEAKER_START_SILENT            1    // wait for trigger 'on' to start announcements

#define SND_SPAWNING        (1<<8)        // duplicated in protocol.h we're spawing, used in some cases for ambients 
#define SND_STOP            (1<<5)        // duplicated in protocol.h stop sound
#define SND_CHANGE_VOL      (1<<6)        // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH    (1<<7)        // duplicated in protocol.h change sound pitch

#define LFO_SQUARE         1
#define LFO_TRIANGLE       2
#define LFO_RANDOM         3

// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS      0
#define SF_BRUSH_ROTATE_INSTANT     1
#define SF_BRUSH_ROTATE_BACKWARDS   2
#define SF_BRUSH_ROTATE_Z_AXIS      4
#define SF_BRUSH_ROTATE_X_AXIS      8
#define SF_PENDULUM_AUTO_RETURN     16
#define SF_PENDULUM_PASSABLE        32

#define SF_BRUSH_ROTATE_SMALLRADIUS  128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS  512

#define PUSH_BLOCK_ONLY_X    1
#define PUSH_BLOCK_ONLY_Y    2

#define VEC_HULL_MIN         Vector(-16, -16, -36)
#define VEC_HULL_MAX         Vector( 16,  16,  36)
#define VEC_HUMAN_HULL_MIN   Vector( -16, -16, 0 )
#define VEC_HUMAN_HULL_MAX   Vector( 16, 16, 72 )
#define VEC_HUMAN_HULL_DUCK  Vector( 16, 16, 36 )

#define VEC_VIEW             Vector( 0, 0, 28 )

#define VEC_DUCK_HULL_MIN    Vector(-16, -16, -18 )
#define VEC_DUCK_HULL_MAX    Vector( 16,  16,  18)
#define VEC_DUCK_VIEW        Vector( 0, 0, 12 )

#define SVC_TEMPENTITY      23
#define SVC_INTERMISSION    30
#define SVC_CDTRACK         32
#define SVC_WEAPONANIM      35
#define SVC_ROOMTYPE        37
#define SVC_DIRECTOR        51

// triggers
#define SF_TRIGGER_ALLOWMONSTERS    1// monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS        2// players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES        4// only pushables can fire this trigger

// func breakable
#define SF_BREAK_TRIGGER_ONLY   1// may only be broken by trigger
#define SF_BREAK_TOUCH          2// can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE       4// can be broken by a player standing on it
#define SF_BREAK_CROWBAR        256// instant break if hit with crowbar

// func_pushable (it's also func_breakable, so don't collide with those flags)
#define SF_PUSH_BREAKABLE       128

#define SF_LIGHT_START_OFF     1

#define SPAWNFLAG_NOMESSAGE    1
#define SPAWNFLAG_NOTOUCH      1
#define SPAWNFLAG_DROIDONLY    4

#define SPAWNFLAG_USEONLY   1        // can't be touched, must be used (buttons)

#define TELE_PLAYER_ONLY    1
#define TELE_SILENT         2

#define SF_TRIG_PUSH_ONCE   1

void TEXTURETYPE_Init();
char TEXTURETYPE_Find(char *name);
float TEXTURETYPE_PlaySound(TraceResult *ptr,  Vector vecSrc, Vector vecEnd, int iBulletType);

// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
// is no pitch shift.  Pitch > 100 up to 255 is a higher pitch, pitch < 100
// down to 1 is a lower pitch.   150 to 70 is the realistic range.
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).

void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
                           int flags, int pitch);


inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
{
    EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
}

inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
{
    EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
}

#define PRECACHE_SOUND_ARRAY( a ) \
    { for (int i = 0; i < ARRAYSIZE( a ); i++ ) PRECACHE_SOUND((char *) a [i]); }

#define EMIT_SOUND_ARRAY_DYN( chan, array ) \
    EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, ATTN_NORM, 0, RANDOM_LONG(95,105) ); 

#define RANDOM_SOUND_ARRAY( array ) (array) [ RANDOM_LONG(0,ARRAYSIZE( (array) )-1) ]

#define PLAYBACK_EVENT( flags, who, index ) PLAYBACK_EVENT_FULL( flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
#define PLAYBACK_EVENT_DELAY( flags, who, index, delay ) PLAYBACK_EVENT_FULL( flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );

float UTIL_WeaponTimeBase( void );

#endif